Kqoosh - a New Sport
The new sport of Kqoosh was created by Epic Park Games in 2014, from Eagle Mountain, Utah, United States. Kqoosh is elimination Dodgeball with a hint of strategy and revenge.
Kqoosh is a sport that was created in the summer of 2014 by a group of kids (Namely: Andrew P., Michael M., Ray L., Spencer P., Lucas T., Corbin P., Tyler L., and Daniel P.) in Utah. Later on through the fall, winter, and eventually to the spring, the Game was experimented with, and the rules that were established therein were tested, so that the Game could be released to the public with as few flaws as possible.
Kqoosh is easy to pick up. Children as small as five years old have proved competent to play it. Kqoosh is the perfect Game for large groups of people.
Kqoosh is simple; all you need is a place to play, a few cones, and one ball.
Kqoosh is a derivative of dodgeball, the objective isto be the last player standing or to get everyone out of the game.
It combines the element of having second chances when being tagged with the ball if you are standing behind a person that got out as long as you get the ball first when hit.
It has the element of revenge, where you are back in the game immediately after the person who got you out gets out themselves.
The Tagger is limited to 3 steps, but can receive more steps by passing the ball to players who are out of the game, and gaining possession of the ball again when they are ready to execute a play.
Rule Book
Leave of Absence:
Casual Kqoosh & Official Kqoosh:
Section I:
Players can leave The Arena or to leave the Game if they need to for whatever reason.
Section II:
If a Player is leaving The Arena, or will be gone from the Game for more than 1 minute, they are considered Out, and whoever they got Out, if they got anyone Out, is back up in the Game.
Players who are injured and need to leave The Arena are included in this rule; they are considered Out, and whoever they got Out, if they got anyone Out, is back up in the Game.
Players that are actively and strategically playing Out of The Arena’s bounds are not considered as “leaving The Arena” or “gone from the Game”.
See Also:
Rule of Convenience
Rule of Noobs
Rule of Revenge
SWAG King/Gamekeeper/Referee:
Casual Kqoosh:
Section I:
In Kqoosh, SWAG is an acronym for “Supervisor Who's At Game.” The SWAG King/Gamekeeper is the King because they make the final calls for the fairest experience of the Game.
The SWAG King/Gamekeeper is usually a Player who is playing the Game and only exists if there are no Referees present. They do not have to be playing the Game to oversee the Game or make final calls.
The SWAG King/Gamekeeper is the oldest and/or most knowledgeable person of the rules present when the Game takes place.
The SWAG King/Gamekeeper is responsible for the safety, and overall likeness of the Game including the laws and rules the Game has established.
The SWAG King/Gamekeeper knows all the rules, enforces them, and makes the final call for the fairest experience of the Game.
In settings where the term ‘SWAG King’ is not appropriate, use the term ‘Gamekeeper.’
Section II: Putting The Ball In To Start A New Game
The SWAG King/Gamekeeper puts the ball in at the start of the new Game at the top of The Arena (The top of the Forward Half, in the center) tossing or bumping the ball backward and simultaneously saying “In!”
The SWAG King/Gamekeeper must have their back to The Arena, facing away from The Arena.
It does not matter where the ball ends up as long as it ends up in bounds. If the ball rolls Out of bounds before a Player gains possession of it, the “In!” becomes a Fault, and must be redone as many times as necessary.
It does not matter whether the ball is caught or touched by any Player, as long as the person who puts the ball in is not the first person to get the ball.
The ball is dead until someone secures possession.
Section III: All Rounds After The 1st:
The Player who wins the Round gets the opportunity to put the ball in for the new Round.
The Player must have their back to The Arena, facing away from The Arena, tossing or bumping the ball backward and simultaneously saying “In!”
If the Player who wins the Round does not want to put the ball in, they may allow someone else to put the ball in.
In the case of an Incomplete Round, the SWAG King/Gamekeeper puts the ball in at the start of the new Round.
Official Kqoosh:
Section I:
A Referee is a full-time official who oversees the Game, that is not playing the Game.
Referees are the most knowledgeable authorities of the rules that are present when the Game takes place.
Referees are responsible for the safety, and overall likeness of the Game including the laws and rules the Game has established.
Referees know all the rules, enforce them, and make the final call for the fairest experience of the Game.
When playing Official Kqoosh, one Referee is required, but four Referees are recommended so that Referees can watch all sides of the Game.
Section II: Main Referee:
One Referee (of the recommended four) assumes the role of the SWAG King/Gamekeeper in that they assume all responsibilities and duties of the SWAG King. Their title is the Main Referee.
The Main Referee watches the Game from the sideline at the top of the Forward Half, and the other Referees watch the Game from their respective sidelines.
The Main Referee makes the final call. If there are other Referees, they can help the Main Referee make the decision, but the Main Referee ultimately announces the final call.
Section III: Putting The Ball In To Start A New Game
The Main Referee puts the ball in at the start of the new Game by starting at the top of The Arena (The top of the Forward Half, in the center) tossing or bumping the ball backward and simultaneously saying “In!” The Main Timer starts when a Player gains possession of the ball.
The Main Referee must have their back to The Arena, facing away from The Arena.
It does not matter where the ball ends up as long as it ends up in bounds. If the ball rolls Out of bounds before a Player gains possession of it, the “In!” becomes a Fault, and must be redone as many times as necessary.
It does not matter whether the ball is caught or touched by any Player.
The ball is dead until someone secures possession.
Section IV: All Rounds After The 1st:
The Main Referee always puts the ball in for every Round of the Game.
In the case of an Incomplete Round, the Main Referee puts the ball in at the start of the new Round.
See Also:
Rule of The Arena
Rule of Bounds
Rule of Incomplete Rounds
Rule of Momentum
Rule of The Arena:
Casual Kqoosh:
Section I:
The Arena can be any shape, length, and width as long as there are at least six cones or points of reference or as many as there needs to be to tell where the Halves of The Arena are for the Rule of Halves.
Ideally, The Traditional Arena used in Original Kqoosh is about 50 ft. at the top of the Forward Half, about 100 ft. on the sides, and about 150 ft. at the bottom of the Rearward Half.
Kqoosh can be played indoors, where sufficient space is available.
Official Kqoosh:
Section I:
A Game consists of 12 Players and The Arena must allow 40x40 feet per person.
The Official Kqoosh Arena is rectangular, with dimensions of 160 ft. by 120 ft..
Players are not restricted to moving only in their 40x40 foot square and may move throughout the arena.
At least six cones or points of reference are required to determine where the Halves of The Arena are for the Rule of Halves.
Kqoosh can be played indoors, where sufficient space is available.
See Also:
Rule of Halves
Rule of Bounds:
Casual Kqoosh & Official Kqoosh:
Section I:
All Players can go out of the boundaries of The Arena at their own risk.
Players are still considered in bounds if they are on the boundary line.
Section II:
If the ball is thrown at Players that are out of bounds, and even if the ball hits the ground, the Players that are out of bounds are Out. This means even if they jump, they are still out of bounds and are Out.
When going after Players that are out of bounds, The Tagger must call out the Player they desire to get Out by throwing the ball and calling the Player's first name or jersey number. If the Tagger is going after a Player that is out of bounds and does not call out other Players that may be going out of bounds at the same time the Play is executed, the other Players will not necessarily get Out during that Play unless the ball tags any of them successfully.
When Players are in bounds, the Tagger does not have to call out the Players they desire to get Out.
Section III:
If the ball goes out of bounds during the Game, any Player, except Holds that can’t reach the ball, can get the ball and come back to the border of The Arena to start their allowed three steps.
The Player that gains possession of the ball that went out of bounds is allowed to walk the sideline the ball went out on before coming in bounds and taking their steps.
See Also:
Rule of Proximity
Rule of Steps
Rule of Contact:
Casual Kqoosh & Official Kqoosh:
Section I:
In general, if the ball skims a Player's loose clothing, the Player is not Out.
Contact with the ball counts if…
Felt by the Player who was tagged or
It has been agreed by three or more witnesses, which can include the Tagger, that the ball made contact with the Player's person. or
SWAG King/Gamekeeper/Main Referee says that the ball touched the Player's person.
See Also:
SWAG King/Gamekeeper/Referee
Rule of Interception
Rule of Live Ball
Rule of The Verdict
Rule of Convenience:
Casual Kqoosh:
Section I:
Players actively participating in the Round cannot:
Call convenient personal time outs/breaks, or
Assume immunity from Round consequences whether back in the Round or Out of the Round by choosing not to stand up and play once back in the Round or choosing not to sit down as a Hold once they are Out, or
Say that they are playing and then they are not playing according to the results of the progressing Round, or
Participate in other sports, and Games, and play with others that may be around the boundaries of The Arena, especially at parks or playgrounds.
If this happens, Players are not allowed to play until they make up their minds one way or the other; to play or not to play. The player is then asked by the SWAG King/Gamekeeper to leave The Arena boundaries and will then be subject to The Rule of Noobs if they wish to continue playing actively. This is announced to all Players in the current Round.
If any Players are currently Out by the terminated Player, they are back in the Game.
See Also:
Leave of Absence
Rule of Etiquette
Rule of Noobs
Rule of Etiquette:
Casual Kqoosh & Official Kqoosh:
Section I:
In Kqoosh, there are proper manners that ensure a Game with the most quality and fairness.
Section II:
Play and act, as you would want to be treated.
Only throw the ball with the minimum force necessary to make successful contact with a Player's person.
Only throw the ball as far as you would be willing to retrieve yourself.
Section III:
Be honest about being hit, getting up, etc.
Do not kick the ball.
Do not spit on or near The Arena.
Try the best you can NOT to hit any Player in the head or other vulnerable body regions with the ball. Contact simply between the ball and a Player's head or other vulnerable body regions is not penalized and is simply etiquette because
If a Hold gets hit in the head or other vulnerable body regions by the ball, the action cannot get the Tagger Out because Holds are already Out.
Sometimes the throws made by the Tagger are originally aimed at the Player's chest, which by the time it would have hit that Player, if they duck or dodge, may result in contact with the head or other vulnerable body regions, due to the fault of the Player's dodging attempt or motion.
Sometimes the ball comes in contact with the head or other vulnerable body regions due to the Player's catching fault, a rolling dead ball, or a bouncing ball.
No pushing, shoving, grabbing, or holding another Player.
Leave obstructions and tripping hazards like jackets and water bottles, etc. in a designated area, not near The Arena.
See Also:
Rule of Forfeit
Rule of Infractions
Rule of Throws
Rule of Forfeit:
Casual Kqoosh & Official Kqoosh:
Section I:
Actions that result in the forfeit of the ball by the Tagger include:
Taking more than three steps or
Jumping for any step except the third step or
Dropping or losing control of the ball in bounds or
Kicking the ball or
A Player pushes, shoves, grabs, or holds another Player or
When two or more Players grab the ball at the same time.
Section II:
The Player forfeiting the ball loses the privilege to get the ball during that Play only.
Players must forfeit the ball peacefully meaning that the ball must be carefully dropped where the Player stands when standing still.
If a Player does not forfeit the ball peacefully, the SWAG King/Gamekeeper/Main Referee calls Out “Illegal Forfeit!” and they are Out until the next wave of Players get up from being out.
Section III:
The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
See Also:
Rule of Etiquette
Rule of Infractions
Rule of Plays
Rule of Steps
Rule of Halves:
Casual Kqoosh & Official Kqoosh:
Section I:
When an Exclusive Game goes on for a while, with ideally five throws each from the same two people back and forth, there is no result, and there are less than four Players left up, that The Arena is split temporarily into one of its Halves: the Forward Half, or the Rearward Half.
Halves can be determined by reference points, in which the minimum requirement is six reference points.
Section II:
When the SWAG King/Gamekeeper/Main Referee calls “Half to the Forward/Rearward!”, the Half that has the most Holds is the live Arena as soon as possible.
All Players are to move to the live Arena. While this takes place, the Game is paused.
When the SWAG King/Gamekeeper/Main Referee calls “In!” the Game resumes.
The Player who has the ball last keeps it, or the one closest to the ball brings it to the live Arena when the field is Halved.
The Player starts at a midpoint cone or point of reference. The Player then enters the bounds of The Arena.
Section III:
The Half is only in effect until either:
The number of people that get back in from the Half is more than those when the field was originally Halved, making it a normal Game again
The Round ends by having one person that got everyone Out.
See Also:
Rule of The Arena
Rule of Holds:
Casual Kqoosh & Official Kqoosh:
Section I:
A Hold is a Player who has gotten Out by another Player.
Section II:
The Hold is to immediately sit down where they have been hit by the ball, and stay where they are.
When a Player gets Out outside of the boundaries of The Arena, they are to walk to the boundary line on the side of the Arena they got Out on and sit on the boundary line as a Hold.
The Hold is responsible for paying attention to the Game, knowing who got them Out, and getting back up in the Game immediately once the Player who got them Out, is Out.
The Hold is required to help the Tagger in any way possible. They can:
Hold the ball for the Tagger until signaled to pass it to the Tagger, another Player, or Hold or
Pass the ball to Truce members or anyone if commanded by the Tagger or
Grab the ball for the Tagger if the ball is within the limits of their relocation or
Pivot and position themselves 0° to 360° in the spot they sit to pay attention to the progressing round and the commands of the Tagger.
Section III:
The Holds are required to pass the ball when the Tagger says, regardless of the Hold's opinion of the Tagger, who they are getting Out, or the throw itself, etc., if the pass can be made.
An example when passing the ball would not be possible would be when another Player is guarding a Hold and it is impossible to pass without the Player in front of the Hold getting the ball.
Section IV:
When a Hold passes a ball, it is a dead ball.
Section V:
If a Hold catches a throw that bounced off at least one Player, then the Players that were hit, excluding the Tagger, are Out and get back up when the Tagger gets Out.
The benefit goes to the Tagger in a Play when a Hold gains possession of the ball.
Once the ball is in a Hold's hands, another Player cannot claim possession of it until the ball is out of the Hold's hands. This can be done by hitting or grabbing the ball out of the Hold’s hands.
If a Hold loses possession of the ball by the ball leaving the Hold’s hands, any Player that touches the ball, that is not also a Hold, would then become the new Tagger.
Section VI:
If a Player gets up thinking they are back in the Game, and realize they are still Out, they are to return to their approximate original Hold position as soon as they realize it.
See Also:
Rule of Infractions
Rule of Interception
Rule of Relocation
Rule of Revenge
Rule of Shadowing
Rule of Truces
Rule of Incomplete Rounds:
Casual Kqoosh & Official Kqoosh:
Section I:
Incomplete Rounds are Rounds where:
Multiple confusing consecutive Plays set the Round as ‘unplayable’ because of unfairness or general confusion or
Multiple Players wonder if they are Out or back in.
Section II:
The SWAG KING/Gamekeeper/Main Referee ultimately declares the Round as incomplete.
No points are added to anyone when a Round is deemed incomplete, and the points a Player has earned in previous Rounds stay the same until they earn more.
The Round remains incomplete as if it never happened.
In the case of an Incomplete Round, the SWAG King/Gamekeeper/Main Referee puts the ball in at the start of the new Round.
Official Kqoosh:
Section I:
The Main Timer is paused when the Questioned Play is being assessed and resumed when the ball leaves the Main Referee’s hand and they say “In!” to start the new Round.
See Also:
SWAG King/Gamekeeper/Referee
Rule of Infractions
Rule of Infractions:
Casual Kqoosh & Official Kqoosh:
Section I:
In Kqoosh, there are penalties for certain behaviors, referred to as infractions.
Section II: Taking More Than Three Steps
Action: The Tagger takes more than three steps before they throw the ball and hit someone, and it is called in the moment that they do so, making the action void.
Penalty: The Tagger forfeits the privilege to have or get the ball during that play only, and the action is void, or in other words, it never happened if the error was caught in the moment before Holds got up from being Out. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
If it is not called in the moment, meaning that another Play beside the one in question has taken place, or Holds get up from being Out, it is too late to call it and the round continues.
Section III: Jumping For Any Step Except The Third Step
Action: A Player jumps for any of their steps, excluding the third step.
Penalty: The Player that jumped for any of their steps, excluding the third step either
Forfeits the privilege to have or get the ball during that Play only. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds or
Has the opportunity to throw the ball in an attempt to get another Player Out or
Can pass the ball to a Hold.
Section IV: Dropping Or Losing Control Of The Ball In Bounds
Action: The ball is dropped in bounds by the Tagger once the Tagger is in possession of the ball, This excludes the times when the Tagger throws or drops the ball on the ground to get someone Out. Note that it is legal to drop the ball out of bounds no matter how many times the ball is dropped.
Penalty: The Player that dropped the ball forfeits the privilege to have or get the ball during that Play only. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
Section V: Kicking The Ball
Action: Kicking the ball in any way, whether trying to gain possession of it, or passing it to another Player, or simply kicking it in frustration. Even if the ball was kicked on accident, this penalty applies.
Penalty: The Player that kicked the ball forfeits the privilege to have or get the ball during that Play only. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
Section VI: Pushing, Shoving, Grabbing, Holding On To Other Players
Action: A Player pushes, shoves, grabs, or holds on to another Player.
Penalty: The Player that interfered with the other Player forfeits the privilege to have or get the ball during that Play only. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
If a Player continues to exhibit aggressive or intentionally violent behavior, they may be discharged from the Game at the discretion of the SWAG King/Gamekeeper/Referees.
Section VII: Two Or More Players Grab The Ball At The Same Time
Action: It appears that two or more Players grab and hold onto the ball at the same time.
Penalty: Both Players forfeit the privilege to have or get the ball during that Play only. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
If the two Players that forfeited the ball were the last two Players standing, the Player that had possession of the ball last gets the ball. Five seconds are given before the Game resumes.
Section VIII: Illegal Forfeit Of The Ball
Action: A Player does not forfeit the ball peacefully meaning that the ball has been propelled in any direction because it was bounced, kicked, or thrown, and not carefully dropped where the Player stands when standing still.
Penalty: That Player is Out until the next wave of people gets up from being Out. The next wave could consist of one other person. All Players that this Player got Out, if anyone, are back in the Game. In essence, no one got them Out, and they wait for the next wave of people that gets up to be in again, or in some cases wait until the Round ends.
Section IX: Rule Of Momentum Penalty
Action: The Tagger takes more than ten seconds to do something with the ball and the SWAG King/Main Referee counts down from five after the five seconds not counted aloud equalling ten seconds total of the Momentum Timer, when the Tagger is in possession of the ball. The countdown ends and the Player did not execute a Play with the ball in time.
Penalty: That Tagger is Out until the next wave of people gets up from being Out. The next wave could consist of one other person. All Players that this Tagger got Out, if anyone, are back in the Game. In essence, no one got them Out, and they wait for the next wave of people that gets up to be in again, or in some cases wait until the Round ends.
Section X: Illegal Shadowing & Realization A Player Is Back In The Game
Action: A Player is not Out, and Shadows farther than the 1 ft. radius from the Hold, or a Player just realizes they are back in the Game when the ball is passed to them, and they catch the ball.
Resolve: The Tagger gets the ball back, not the receiving Player, and five seconds are given to the receiver to flee.
If the receiving Player did not catch the ball before the ball became a dead ball, and the ball touched the Player, the receiving Player is out, and the Round continues normally.
Section XI: Hold Thinks They Are Back In The Game, But Are Actually Still Out
Action: A Hold gets up thinking that they are back in the Game, and realize they are still Out.
Resolve: The Hold is to return to their approximate original Hold position. Any other Holds that get up from the example of the Hold that got up are to return to their approximate original Hold position as well.
If the Hold getting up caused significant confusion or unfairness to the Game, the SWAG King/Gamekeeper/Referee can deem the Round an Incomplete Round.
Section XII: Intentional Harm Using The Ball & Other Violent, Aggressive, Or Unsportsmanlike Behavior
Action: A Player is intentionally using the ball to inflict harm on other players by using excessive force, purposely going for headshots and other vulnerable body regions, or otherwise exhibiting violent or unsportsmanlike behavior.
Penalty: If a Player continues to exhibit aggressive or intentionally violent behavior, they may be discharged from the Game at the discretion of the SWAG King/Gamekeeper/Referees.
See Also:
Rule of Bounds
Rule of Etiquette
Rule of Forfeit
Rule of Holds
Rule of Incomplete Rounds
Rule of Momentum
Rule of Plays
Rule of Possession
Rule of Proximity
Rule of Return
Rule of Shadowing
Rule of Steps
Rule of Interception:
Casual Kqoosh & Official Kqoosh:
Section I:
A ball has been intercepted when
The ball is hit away by a Shadow with a throw from the Tagger before a Hold gains possession or
The ball is caught by a Player before making it to the Hold or Tagger.
A ball has been stolen when
The ball has been hit or pulled out of a Player's or a Hold’s hands without endangering the safety of the ball or other Players.
Players that are intercepting cannot hit the ball away before it hits a normal Player. The intercepting Player would be Out for touching a live ball without Shadowing.
Intercepting a throw from the Tagger to a Hold can only be done at most 1 ft. next to a Hold, and have at least one pivot foot planted to be considered Shadowing.
Section II: How Interception Affects The Tagger
If the Tagger throws the ball and it is caught in the interception, then the Tagger is Out.
All Players that are hit are Out and could include the Tagger unless a Hold gains possession of the ball making only the people that were hit Out. Hold’s benefit the Tagger, when the Hold gains possession of the ball, all Players that are hit are Out.
If the Tagger or Hold’s cannot get the ball before the Shadow they hit and everyone else the ball hit, including Truce members, the Tagger is Out.
Section III: How Interception Affects The Intercepting Shadows
If the ball was not caught by the Shadow, The Shadows that the live ball touched have to gain possession of the ball to not be Out.
Any Player can go after the ball, excluding Holds that would need to move farther than the limits of their temporary relocation to get the ball and gain possession of it, which could potentially make other people Out.
Anyone who touches the ball when it is dead to gain possession of it is not penalized for ‘touching the ball.’
Section IV: How Interception Affects Other Players The Live Ball Touches
In the case of a Hold gaining possession of the ball, all that the ball touched are Out, except the Tagger, and are back in the Game when the Tagger gets Out.
For Players that are not Shadowing, the effect is the same as if they were hit when not Shadowing, thus they are Out and cannot go after the ball if the ball becomes dead and is not caught.
See Also:
Rule of Relocation
Rule of Shadowing
Rule of Truces
Rule of Live Ball:
Casual Kqoosh & Official Kqoosh:
Section I:
The ball is live when it leaves the Tagger’s hand and until it hits the ground.
The ball must leave the Tagger’s hand to be considered live.
When playing indoor Kqoosh, the ball is live until it hits
A wall or
The ceiling or
The ground.
Section II:
The ball can hit multiple people before hitting the ground, making all of them Out, unless they are intercepting as a Shadow, in which case they would have to retrieve the ball before other Players to not be Out.
See Also:
Rule of Interception
Rule of Shadowing
Rule of Momentum:
Casual Kqoosh & Official Kqoosh:
Section I:
If the Tagger does not execute a Play in the ten second countdown after gaining possession of the ball, they are Out temporarily.
The focus of the Game is to keep it moving and not have many pauses. Think on the move.
Casual Kqoosh:
Section I:
There is an ideal five to ten seconds that the Tagger has to execute a Play.
The SWAG King/Gamekeeper usually counts the time when they see fit to start the countdown.
Official Kqoosh:
Section I:
The Momentum Timer controls the ten seconds that the Tagger has to execute a Play.
The Main Referee enforces the time calculated by a time device, where the first five seconds are not counted verbally, and the last five seconds are counted down verbally to warn the Player of the time.
If counted with a time device, the time starts when the ball is in the Tagger’s hand.
See Also:
Rule of Infractions
Rule of Possession
Rule of Neutrality:
Casual Kqoosh & Official Kqoosh:
Section I:
When the ball is dead, rolling or stationary on the ground, no one has possession of the ball.
When the ball is not in the possession of a Hold, or the hands of the Tagger, no one has possession of the ball.
See Also:
Rule of Possession
Rule of Noobs:
Casual Kqoosh:
Section I:
If there are Players who wish to join the present Round, they are only to be admitted into the present Round by a vote from the Players.
If multiple Rounds have passed since someone’s Leave of Absence it is up to the Players in the Game to determine if they want to allow the Player to play during the present Round.
Whatever is in the best interest of the Players in the Game is the verdict. If it so happens that the new Players wait until the next Round to join, that is the verdict.
Section II:
If it is determined that a new Player will join the Round, the SWAG King/Gamekeeper announces the new Player's arrival to all Players present.
If new Players are admitted to The Arena, they cannot get Out immediately upon coming into The Arena. They are to be given five seconds once in bounds before the game resumes.
Official Kqoosh:
Section I:
There can be no new Players in Official Kqoosh, as there is a set number of 12 Players that are already on the field.
If a Player needs medical attention, has an emergency, or will be Out of the Game for the rest of the time etc. the number of Players on the field would then be 11 and so on, with no replacement Players.
See Also:
Leave of Absence
Rule of Periods:
Casual Kqoosh:
Section I:
There is no time Period in Casual Kqoosh, and can be played and scored as long as the Players see fit.
Official Kqoosh:
Section I:
A Period is a third of the set amount of time in an Official Game of Kqoosh.
One Period is 20 minutes, and there are 3 Periods in a Game. First Period, Second Period, Third Period.
The Main Timer runs continuously and is only stopped if a Play is in question, or in an emergency.
In between each Period is a five-minute Time Out.
Section II:
The Player with the most points at the end of the 3 Periods is the champion.
If there is a tie between Players at the end of the 3 Periods, the Game goes into Overtime, meaning that the rest of the Players not included in the tie are removed from The Arena, and the Players that tied play a Game in the Forward Half of The Arena, until there is one champion. There is no time limit.
In the case of Overtime, the Main Referee puts the ball in.
See Also:
Rule of Plays
Rule of Plays:
Casual Kqoosh & Official Kqoosh:
Section I:
A Play is an action that happens during the Game. Examples of Plays are:
A throw
By the Tagger
To a Hold that catches or doesn’t
At a Player that the ball either hits or misses
To no one in particular
By a Hold
To the Tagger or
The other Player the Tagger wants the ball thrown to
A catch
By a Hold
From the Tagger
From another Hold
By a Player
From the Tagger
From another Hold
By The Tagger
From a Hold
The Tagger taking steps
The Tagger forfeiting the ball in some way
Section II:
When it is said that a Player forfeits their privilege to get the ball during that Play only, this means that after a Play is made, by a Player that is not the one that forfeited their privilege, then the Player that forfeited their privilege to get the ball during that Play can get the ball again.
In cases where the ball is forfeited consecutively by at least one other Player, the first person can get the ball again because any action that would result in forfeit would be considered a Play. The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
Section III: Questioned Plays
Sometimes Plays are in question, and it is up to witnesses and the SWAG King/Gamekeeper/Referees to decide the outcome of the Players involved.
When too much confusion about Plays persists so much so that the Game can’t continue, the Game is deemed incomplete.
Casual Kqoosh:
Section I:
When there is a Questioned Play the SWAG King/Gamekeeper yells, “Q.P.!” and the Game and Players are paused.
The ball is to be held by the SWAG King/Gamekeeper, or left where it is.
When the conflict is resolved, an ideal five seconds is given before the Game resumes, via the call of “In!” from the SWAG King/Gamekeeper.
Pay attention to the final calls of Questioned Plays to help determine if you are in or Out because of a Questioned Play.
Make sure you know who got you Out.
If a more accurate call takes more than thirty seconds to review, a rough call is to be made as the final call.
Section II:
If in doubt about Questioned Plays, and no decisive conclusion can be made in thirty seconds, the Game continues and there is no penalty for the Player/s in question, and the original Tagger assumes possession of the ball if they are in some possession of the ball.
If the Tagger is in some possession of the ball, the Game resumes with an ideal five seconds counted by the SWAG King/Gamekeeper.
If the Tagger is not in some possession of the ball at that moment, the ball needs to be given to them so that they are physically in possession of the ball, then the Game resumes.
Official Kqoosh:
Section I:
When there is a Questioned Play the Main Referee yells, “Q.P.!” and the Game and Players are paused. The Main Timer is paused.
The ball is to be passed to the nearest Referee after the call, if someone is in possession of the ball, or left where it is depending on how far away from the conflict the ball is.
If the ball is on the ground or far from the conflict, a referee retrieves the ball and brings it to the Main Referee.
When the conflict is resolved, five seconds separate to the Main Timer is given before the Game and the Main Timer resumes, via the call of “In!” from the Main Referee.
Pay attention to the final calls of Questioned Plays to help determine if you are in or Out because of a Questioned Play.
Make sure you know who got you Out.
If a more accurate call takes more than thirty seconds to review, a rough call is to be made as the final call.
Section II:
If in doubt about Questioned Plays, and no decisive conclusion can be made in thirty seconds, the Game continues and there is no penalty for the Player/s in question, and the original Tagger assumes possession of the ball if they are in some possession of the ball.
If the Tagger is in some possession of the ball, the Game resumes with an ideal five seconds counted by the Main Referee or a separate timer than that of the Main or Momentum Timer.
If the Tagger is not in some possession of the ball at that moment, the ball needs to be given to them so that they are physically in possession of the ball, then the Game resumes.
See Also:
Rule of Forfeit
Rule of Incomplete Rounds
Rule of Infractions
Rule of Possession
Rule of The Verdict
Rule of Points:
Casual Kqoosh & Official Kqoosh:
Section I:
A Player scores points by winning a Round of Kqoosh.
The only point in the point system is 1 point for winning a Round of Kqoosh, accomplished by getting everyone Out.
See Also:
Rule of Periods
Rule of Possession:
Casual Kqoosh & Official Kqoosh:
Section I:
The person in possession of the ball has to physically be in possession of it. Examples are
The Tagger is holding the ball or
A Hold is holding the ball or
A throw that was made from the Tagger which is live or
A throw from the Tagger is caught by another Player, the player who catches the ball is the new Tagger and in possession of the ball.
Once the ball hits the ground, the Tagger is considered in possession of the ball only for the purpose of determining who the Hold should obey as Tagger, should a hold gain possession of the ball.
Section II:
Concerning Holds, a Player can gain possession of the ball by touching a dead ball that bounces or rolls to a Hold by simply touching it. From there, if the Hold gains possession of the ball, they are subject to the command of this new Tagger.
Touching the ball when it is live would result in an interception/Shadowing scenario.
Once the ball is in the Hold's hands, another Player cannot claim possession of it until it is knocked Out of the Hold's hands.
Section III:
The ten seconds the Tagger has to take action don’t start until the Tagger is in possession of the ball.
If a Player is retrieving a ball from out of bounds, the ten seconds does not start until they step in bounds even if they are in possession of the ball.
See Also:
Rule of Infractions
Rule of Interception
Rule of Live Ball
Rule of Momentum
Rule of Shadowing
Rule of Proximity:
Casual Kqoosh & Official Kqoosh:
Section I:
The Player closest to the ball has to try to get the ball if no one takes any action to get the ball after ten seconds.
The Rule of Proximity overrides The Rule of Forfeit if the Player who lost their privilege to get the ball during that Play only is the closest to the ball after ten seconds.
See Also:
Rule of Forfeit
Rule of Neutrality
Rule of Relocation:
Casual Kqoosh & Official Kqoosh:
Section I:
If a Hold can lay forwards on their stomach to reach the ball and return to their original sitting position, they may get it.
To follow through with the action, the Hold must make these steps:
Get in the crouching position where they sit
Keep the toes of their feet where they were originally sitting
Spring forward to get the ball keeping their toes where they were originally sitting
Return to where they were originally sitting, by retracting their legs back to the sitting or kneeling position
If the ball is beyond the limits of a Hold’s temporary relocation, the Hold cannot retrieve the ball.
A Hold can pivot in the position they sit or kneel in by turning anywhere from 0° to 360° around.
See Also:
Rule of Holds
Rule of Return:
Casual Kqoosh & Official Kqoosh:
Section I:
The ball goes back to the Tagger in the following situations:
In Questioned Plays where it is decided that the Tagger gets the ball back.
If a Hold throws the ball to another Player without the Taggers permission.
If the Tagger throws the ball to a Hold that just realizes they are back in the Game.
Any other instance where the Tagger should receive the ball if the Play is not more than one Play past the Questioned one.
If more than one Play has passed the Questioned Play, the Game continues and the Tagger does not receive the ball. In other words, to receive the ball again, these calls must be made in the moment.
Section II:
It is preferable that the SWAG King/Gamekeeper/Referee receives the ball instantly when they call this rule, in which they would say “Ball!” meaning that there has been a misplacement of the ball, but if it is easier, the power can be delegated to any Player in possession of the ball to throw the ball back to the Tagger with no penalty to the Player that threw it.
The Game and all timers are paused when the ball needs to be returned to the Tagger.
The Game and all timers resume from the call of “In!” from either the SWAG King/Main Referee when the Tagger is in possession of the ball again.
See Also:
Rule of Infractions
Rule of Plays
Rule of Possession
Rule of Revenge:
Casual Kqoosh & Official Kqoosh:
Section I:
If the person who got you Out gets Out, you are immediately back in the Round.
The SWAG King/Main Referee should say “Call!” when they think the Round could be over.
If you know that the person who got you Out is Out, stand up immediately and say “Call!” or a new Round may start. Be prompt.
Section II:
Always watch and make sure that you know if you can come back in the Game or not, and remember who got you Out, especially in Questioned Plays.
It is an Infraction to get up if you are still Out.
Section III:
If the person who got you Out has to leave the Game, you are back up.
See Also:
Leave of Absence
Rule of Infractions
Rule of Plays
Rule of Shadowing:
Casual Kqoosh & Official Kqoosh:
Section I:
Shadowing is a strategy that includes hiding behind, kneeling, or sitting as close as you can be to the Hold or at most one foot away from the Hold to have some time to think, take a break, pretend to be Out, intercept, etc.
A Player is not Shadowing when they are lying down.
A Player cannot Shadow while in motion, they must be sitting or standing.
The point when Shadowing becomes intercepting is the point when the Shadow purposely wants to get the ball and is standing, planted, and at most 1 ft. from the Hold.
Players cannot move around the Hold as a Shadow when trying to dodge the ball, get away from the Tagger, etc.
Shadows can move their intercepting or Shadowing position until the Play that the Tagger throws the ball at them.
If it can be determined that a Player was in motion while they claim to have been Shadowing, meaning, they were running, walking, or shuffling in the Shadowing position, when they get hit, that Player is Out because a Shadow, as defined, is a stationary Player that is either intercepting, or pretending to be Out, and if standing has at least one pivot foot planted at most 1 ft. next to a Hold.
Section II:
There can be multiple Shadows, but no more than four to a Hold.
Section III:
If a live ball touches a Shadow, the rules are the same as to someone who is intercepting; the person whom the ball touched including the Tagger has to gain possession of the ball to not be Out.
Failure to get the ball meaning that another Player is in possession of the ball including Holds means that the interceptor is Out.
See Also:
Rule of Interception
Rule of Live Ball
Rule of Steps:
Casual Kqoosh & Official Kqoosh:
Section I:
The Tagger has three steps if they choose to take them.
On their third step, the Tagger may jump if they so choose.
Jumping for any other step except the third step, results in a loss of steps, and the Tagger must then forfeit the ball, try to get someone Out, or pass the ball to a Hold.
Section II:
The Tagger can get three more steps if they throw to a Hold.
When a Hold has the ball the Tagger can go anywhere until the ball returns to their hands. Then, back to three steps.
Section III:
If the ball goes out of bounds, any Player, except Holds that can’t reach the ball, can go and get the ball.
Players start taking their three steps when they get back to the boundary line.
Players can walk the sideline the ball went out on before coming in bounds to start their steps.
See Also:
Rule of Holds
Rule of Infractions
Rule of Throws:
Casual Kqoosh & Official Kqoosh:
Section I:
Any type of throw can be made to get someone Out, including underhand, backhand, overhand, and more.
Section II:
The Tagger can throw the ball and retrieve it again consecutively if
A Hold gains possession of the ball
The ball got someone Out
The ball touched a Player or Hold in some way whether it was live, bouncing, or rolling (This is considered an action even though in some cases it has no effect to the Player that the ball touched.)
The Tagger is the closest Player to the ball and no one is going to retrieve the ball after 10 seconds.
The Tagger may also get the ball consecutively if the ball ends up Out of bounds.
See Also:
Rule of Etiquette
Rule of Neutrality
Rule of Proximity
Rule of Truces:
Casual Kqoosh & Official Kqoosh:
Section I:
A Truce is a group of Players that form an alliance by word and integrity only to help each other, protect each other from getting Out, and avoiding getting each other Out.
Players can make Truces if they wish, and are optional.
Nothing protects Players from betraying Truce members at any time.
Players in the Truce cannot safely catch the ball from other Truce members without the thrower getting Out.
Section II:
Passes can only be made to other Truce members by…
Rolling the ball on the ground or
Bouncing the ball if the ball hits the ground before touching the Player, in order for the Player to not be Out or
Receiving the ball from a Hold.
Section III:
The Players in a Truce must get each other Out before there is one winner in a single Round.
There can only be one winner in Kqoosh.
Section IV:
Truces cannot work together to get Shadows Out because of the Rule of Interception.
See Also:
Rule of Interception
Rule of The Verdict:
Casual Kqoosh:
Section I:
Three or more witnesses, which can include the Tagger and other Players that were watching, must say whether the action proposed happened or not when a Play is in question.
If there are not at least three witnesses, and/or the Player did not feel the ball the action proposed did not happen.
The SWAG King/Gamekeeper makes the final calls regarding Play discrepancies.
See Also:
SWAG King/Gamekeeper/Main Refere
Rule of Contact
Rule of Plays
Key Terms & Definitions
- Ball: 1) The medium that determines who is in or Out of the Game.
2) The call from a SWAG King/Gamekeeper/Main Referee means that there has been a misplacement of the ball. - Casual Kqoosh: Games of Kqoosh that often have ‘house rules,’ no Referee/s, no official Arena etc. and are often played at local parks, or gyms.
- Exclusive Game: An exchange that goes on for a while, with ideally five throws from the same two people back and forth, there is no result, and there are less than four Players.
- Fault: A ball that is put in that rolls out of bounds before a Player gains possession of it. The ball must be put in again, as many times as necessary.
- Hold: A Player who has gotten Out by another Player, that sits down immediately where they are once tagged by the ball.
- Illegal Forfeit: A call made by the SWAG King/Gamekeeper/Main Referee when the ball has not been forfeited peacefully or not dropped carefully.
- In: 1) The call from the person who puts the ball into the Game making the put-in official.
2) The call that resumes the Game if the Game has been paused. - Incomplete Rounds: Rounds that are restarted because of multiple confusing consecutive Plays that set the Round as ‘unplayable’, too many confused Players wondering if they are Out or back in, or multiple Players come to be added in.
- Leave Of Absence: The right of Players to leave The Arena or to leave the Game if they need to for whatever reason.
- Main Referee: One Referee that assumes all responsibilities and duties of the SWAG King/Gamekeeper.
- Main Timer: The timer that controls the 3 Periods and Breaks in an Official Game of Kqoosh.
- Momentum Timer: The timer that controls the ten seconds that a Player has to make a play.
- Official Kqoosh: Games of Kqoosh that follow the Official Kqoosh rules, that have Referees, an official Arena, uniforms, dodgeball or mini dodgeball etc. played in Official Kqoosh regulation Arenas with 12 official Players.
- Original Kqoosh: The Game that was played by the Original Game Makers before it was released to the public.
- Out: The consequence of being hit by a live ball and failing to gain possession of the ball before it becomes a dead ball in a Play. A Player that is Out, sits down immediately when hit, and becomes a “Hold”.
- Overtime: The Game after all 3 Periods if ties need to be resolved. The Players not included in the tie are removed from The Arena, and the Players that tied play a Game in the Forward Half of The Arena, until there is one champion. There is no Main Timer in Overtime, only a Momentum Timer.
- Period: A set amount of time in an Official Game of Kqoosh. One Period is 20 minutes, and there are 3 Periods in a Game; First Period, Second Period, Third Period. The clock runs continuously and is only stopped if a Play is in question, or in an emergency. In between each Period is a Time Out of 5 minutes.
- Play: An action that happens during the Game like a throw, a catch, taking steps, or forfeiting the ball.
- Possession: Having control of the ball, whether the Tagger or a Hold is holding the ball, or the ball is live.
- Questioned Play: 1) A Play where it is hard to determine the final Outcome right away that needs to be looked at in detail.
2) The call by a SWAG King/Gamekeeper/Referees when the Game needs to be paused. Abbreviation call form: “Q.P.!” - Referee: A full-time official who oversees the Game, that is not playing the Game. Referees are the most knowledgeable authorities of the rules that are present when the Game takes place. Referees are responsible for the safety, and overall likeness of the Game including the laws and rules the Game has established. Referees know all the rules, enforce them, and make the final call for the fairest experience of the Game. When playing Official Kqoosh, one Referee is required, but four Referees are recommended so that Referees can watch all sides of the Game.
- Round: One complete Game of Kqoosh where one Player has gotten everyone Out.
- Shadow: A Player that is not a Tagger or a Hold that can hide behind, stand, or sit as close as they can be to the Hold or at most 1 ft. away from the Hold to have some time to think, take a break, pretend to be Out, intercept, etc. Verb: Shadowing
- SWAG King/Gamekeeper: In Kqoosh, SWAG is an acronym for “Supervisor Who's At Game.” The SWAG King/Gamekeeper is the King because they make the final calls for the fairest experience of the Game. The SWAG King/Gamekeeper is usually a Player who is playing the Game and only exists if there are no Referees present. They do not have to be playing the Game to oversee the Game or make final calls. The SWAG King/Gamekeeper is the oldest and/or most knowledgeable person of the rules present when the Game takes place. The SWAG King/Gamekeeper is responsible for the safety, and overall likeness of the Game including the laws and rules the Game has established. The SWAG King/Gamekeeper knows all the rules, enforces them, and makes the final call for the fairest experience of the Game. In settings where the term ‘SWAG King’ is not appropriate, use the term ‘Gamekeeper.’
- Time Out: An established 5 minute break at the end of each Period in Official Kqoosh.
- Truce: A Truce is a group of Players that form an alliance by word and integrity only to help each other, protect each other from getting Out, and avoiding getting each other Out.
Note
Related Pages
- See our large list of other New Sports
- About Dodgeball
- How to Submit a New Sport
- Complete list of unusual sports
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